Both times Druid has been given access to full removal it has literally broken Druid and needed immediate nerfs. Once when Kazakusan was introduced, and now today with Yogg. If you give Druid a board clear, they become quite imbalanced. They are balanced around not having removals that you want them to have.
I mean for whatever reason blizzard also gave spell decks access to I think its prison breaker, the thing that does 3 damage to everything after casting 5 spells. Spell centric decks didn’t a low cost AOE that also goes face.
Spell decks were already dominating they didnt need any more bonus support with that card and yogg
Actually, “Nourish” should be the target. Remove it from standard. Jailer alone does not affect Druid’s top 1 status much.
Yogg is also a problem but it’s neutral. Maybe change its cost reduction rule to spells that cost 5 or more reduce its cost by 1 (starting from 11 mana).
So tony druid is now in standard?..it was fun to play against that in wild for a few month now before they nerfed auctioneer.
So tony druid is now in standard?..it was fun to play against that in wild for a few month now before they nerfed auctioneer.
The devs decided tony druid was too toxic for the meta so they temporarily banned jailer from play in standard format. Now we just have ramp druid, which runs the same 28 cards as tony druid but substitutes the last 2 cards for some other neutral win condition. Astalor, fizzle, zola, queen ashara, underking, ignis, and zok are all seeing play as alternate ways to win the game. The problem turns are still eonar into massive pressure spam and removing the tony jailor combo doesn’t make any of the other lines of play any less frustrating to deal with.
Turns out ramping to 10 mana when your opponent still has 5 mana crystals then playing a full board of nonsense 5 turns ahead of curve is broken no matter what those cards end up being.
but in wild we had secret mage to farm it for secret mage that deck was no challenge at all
It has been said many times before but I think now it is clearer than ever. Yogg is the fundamental problem. Ramp Druid had access to all the same tools before the mini set and it struggled to be successful. Yogg offers what Scales of Onyxia used to offer last rotation and people took for granted. People focused too much on Guff as the source of all evil but Scales was a major enabler of the deck.
Mana ramping is an investment with tradeoffs. Druids need to spend the entirety of their early game doing close to nothing to be able to have a mana advantage later on. That, on its own, is a fair strategy that doesn’t have to be problematic. You fall behind on the early game on purpose to be ahead later and try to pull back with stronger, greedier plays. Guff was a good example of this. The fundamental problem is that to balance this the class needs to be slow to come back. Tons of armor cards make druid survive those do-nothing early turns easily and Yogg then provides a free comeback card. From there, the druid just has to do literally any greedy play available to win easily because it is 4 or 5 mana ahead of you. There is a reason druid is the class without board clears. Every time druid has access to nutty comeback cards like Scales of Onyxia, Spreading Plague and now Yogg; the class breaks the game. It was never so much about mana ramping, Guff, mana cheating or the specific cards druid use to close the game. The problem is eliminating the tradeoffs of ramping and letting druid be greedy without downsides.
Surprised nobody pointing a finger at their forge card. 1 mana, tutor Nourish AND make it have both effects? That’s a 6 mana effect on a 1 mana card.
3 mana. If you want both.
where did this 6 mana thing came from ?
and it isnt 1 mana forge costs 2 so is a 3 mana card
I’m guessing this is why I’m continuing to see lots of Blood DK and Control Priest on the grind up ladder. People just want to say “no” to Druid’s instant boards, but then probably still lose because Druid is so degenerate that you can’t generate answers fast enough or don’t get lucky with Patchwerk and Dirty Rat.
Yes, people here know what the word forge means. You can define keywords for the class, bravo.
Druid has minion that makes their next “choose one” card have both effects combined. It’s on a 4 mana creature, so let’s assume it is a 3 mana effect if separated from the creature.
The forge card costs 3 with the forge, but it also tutors. Surely we aren’t saying tutoring a specific card is worth 0 mana? 6 mana (4 without a forge) is what this card is actually worth.
you cant get the full effect of the card without forging it so it isnt a 1 mana card
it also has a 1 mana location in wild
is for one turn but still 1 mana that probably costs 4 because it affects hero powers too
So 1 mana for a 3/5 body then?
It’s not worth 3, it’s worth somewhere between 1 and 2, 2 max. You’re on a mad rant because you’re doubling the value of things in your head.
A sinkhole or flood just makes sense.
Dislike challenging decks? lol
Control is challenging? Lol
I am a combo player. I enjoy playing actually challenging decks that roll over players who do nothing the entire game
Current Ramp druid, miracle rogue, mine phylactery warlock, mozaki mage… those are the decks I have enjoyed and played the most these last few years. Actually challenging decks are fun
Don’t know how they’re gonna kill Druid or rather Yogg.
Yogg is actually the #1 problem here.
Ramp Druid can be dealt with by removing Nourish, but that would be a bit brutal.
Ok, so Blizzard’s probably gonna make Yogg hard to play, e.g., costs 10 with NO reduction.
Druid will still play him on your turn 5.
that only means objetion will eat 10 mana